Hard to Play Top Tier

The 2.0 update is truly awesome, it has brought a lot more fun, a lot more tanks and of course a lot more players. But I think a lot of old players find it difficult to play top tier battles, here are some things I need to point out.

2. Artilleries are almost useless, the HE shells are no longer effective and the artillery mode makes them even less effective. They have horrific camouflage means they are very visible. They have absolutely no armor, any top tier tanks can wipe you out with 1-2 HEAT shells. Artilleries have become liabilities in the team.

3. Arjun and C1 Ariete are obviously overpowered. Arjun has got so many hit points, high alpha damage and an average rate of fire, most enemies are just not able to get through its hit points before they die, it's boxy turret is somehow bouncy, it can bounce some APDS shells. C1 has low armor so APDS is not effective against it, it also eats a lot of HEAT shells thanks to the spaced armor, the gun is one of the hardest-hitting guns in the game, it's gun puts out even more damage than the guns on Abrams, Arjun, Type 99 and Merkava.

4. Terrible shell velocity on both HE and HEAT shells, can even miss at close range.

5. Certain tanks have the ability to fire Anti-tank Missiles (ATMs) can fire ATMs on the move, players don't have cover will get spammed by ATMs from multiple enemy tanks.

Hopefully, the developers will work on rebalancing certain tanks and making artilleries more useful so the top tier battles will be more playable.

If there are some rebalancing issues that need to be fixed, please go to the Tanktastic 2.0 Rebalancing Ideas topic to report this. Unfortunately I have not been able to even play the game at all as I have no device to do so, but I will try my best to get these statistics rebalanced.

It is especially a shame as well, as now I cannot play in what must apparently be 2.0's new "unbalanced tank", my good ol' Arjun

... I'm pretty sure armor was already pretty useless, even in 1.22. The only armor that really mattered was spaced armor upgrades to nullify HEAT rounds, and that's about it. Otherwise, 95% of the time, the round would/will go through regardless of the armor in the selected area. The 'armor' isn't even really armor, it's just a bunch of values put together, and you can't nullify a round simply because you have X armor amount on a selected area. The best it will usually do is reduce the damaged caused by the round, and at worst do absolutely nothing. Health(in general) and spaced armor upgrades were/are the best defense, quite frankly. That, and speed. There really isn't any 'incentive' to get the usual armor upgrades if everything just goes through anyway. Under the system being used, you'd need a ludicrous amount to have any reasonable chance to bounce rounds, if the game even can do that. A Pershing can penetrate a M1 Abrams as easily as a T-90 can, if a bit more bouncy with the Pershing(which, in any other game, or even in this game unless in a custom match, would never be faced against each other because a Pershing stands no chance against an Abrams, in any way, fashion or form. A Pershing would never be able to penetrate the Abrams unless it hit an optical port or similar weakspot, and yet in TT it has a 50/50 chance of going through pretty much any place on the front, including turret, which makes no sense in the slightest.)

HomeFrom the lands where the ground never thaws; beneath the scorched sky, where the clouds are torn and rent.

Posted 11 December 2016 - 02:07 PM

Gentlemen, please, I kindly remind you to create such Topics in the appropriate subsection of the Tanktastic English Forum, i.e. "Updates Feedback and Patch Notes"; as clearly stated in the administrative guidelines concerning the Tanktastic English Forum's structure set in this Topic.

That's modern tanks for you bud. Armor Is nonexistent because they can penetrate each other with ease. This isn't WW2 where tanks could barely scratch its opponent's paint. Were talking about Main Battle Tanks, carrying 120/125mm of justice.

I truly have no problem with HEAT and HE shells being slow, as it encourages people to aim, tactically switch between shells depending on the situation, and/or encourage the player to switch shells instead of using one shell (which is HEAT, most notoriously known for their high alpha damage and high chance of low role damage/bouncing/repelling).

Arjun is balanced to a certain degree. Listen, all level 60+ tanks have gotten a damage buff. What does that mean? This means that the usual 500 damage you used to do when using the Abrams, turns into butt whooping 1k damage if you hit the tank on the rear. In order o compensate the tank's bad armor, the devs needed to increase the health, as most level 60+ vehicles can take it out with 1 well scored hit using HE shells.

ATGM spam has significantly increased on this update. Seems extremely awkward seeing yourself getting rent on a Merkava by a T-72.
I recommend the devs to, in order to fire an ATGM, the tank must be fully stopped. Hate seeing MLG players no scope me while fireing ATGM at midair.

Artilleries are now doing their main role, which is giving your team support fire. You're an SPG, they aren't made to engage on 1v1 confrontations, you're designed to give suppressive fire, get the enemy as damaged as you can so your teamates can kill it easier. The devs need to remove that ring you get around the Artillery, it's quite irritating, specially when there's target which are on range of fire, but the circle blocks you from shooting, leading to your death.